/* SPU2-X, A plugin for Emulating the Sound Processing Unit of the Playstation 2
 * Developed and maintained by the Pcsx2 Development Team.
 *
 * Original portions from SPU2ghz are (c) 2008 by David Quintana [gigaherz]
 *
 * SPU2-X is free software: you can redistribute it and/or modify it under the terms
 * of the GNU Lesser General Public License as published by the Free Software Found-
 * ation, either version 3 of the License, or (at your option) any later version.
 *
 * SPU2-X is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY;
 * without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
 * PURPOSE.  See the GNU Lesser General Public License for more details.
 *
 * You should have received a copy of the GNU Lesser General Public License
 * along with SPU2-X.  If not, see <http://www.gnu.org/licenses/>.
 */

#include "Global.h"


StereoOut32 StereoOut32::Empty(0, 0);

StereoOut32::StereoOut32(const StereoOut16 &src)
    : Left(src.Left)
    , Right(src.Right)
{
}

StereoOut32::StereoOut32(const StereoOutFloat &src)
    : Left((s32)(src.Left * 2147483647.0f))
    , Right((s32)(src.Right * 2147483647.0f))
{
}

StereoOut16 StereoOut32::DownSample() const
{
    return StereoOut16(
        Left >> SndOutVolumeShift,
        Right >> SndOutVolumeShift);
}

StereoOut32 StereoOut16::UpSample() const
{
    return StereoOut32(
        Left << SndOutVolumeShift,
        Right << SndOutVolumeShift);
}


class NullOutModule : public SndOutModule
{
public:
    s32 Init() { return 0; }
    void Close() {}
    s32 Test() const { return 0; }
    void Configure(uptr parent) {}
    int GetEmptySampleCount() { return 0; }

    const wchar_t *GetIdent() const
    {
        return L"nullout";
    }

    const wchar_t *GetLongName() const
    {
        return L"No Sound (Emulate SPU2 only)";
    }

    void ReadSettings()
    {
    }

    void SetApiSettings(wxString api)
    {
    }

    void WriteSettings() const
    {
    }

} NullOut;

SndOutModule *mods[] =
    {
        &NullOut,
#ifdef _MSC_VER
        XAudio2_27_Out,
        DSoundOut,
        WaveOut,
#endif
        PortaudioOut,
#if defined(SPU2X_SDL) || defined(SPU2X_SDL2)
        SDLOut,
#endif
#if defined(__linux__) /* && defined(__ALSA__)*/
        AlsaOut,
#endif
        NULL // signals the end of our list
};

int FindOutputModuleById(const wchar_t *omodid)
{
    int modcnt = 0;
    while (mods[modcnt] != NULL) {
        if (wcscmp(mods[modcnt]->GetIdent(), omodid) == 0)
            break;
        ++modcnt;
    }
    return modcnt;
}

StereoOut32 *SndBuffer::m_buffer;
s32 SndBuffer::m_size;
__aligned(4) volatile s32 SndBuffer::m_rpos;
__aligned(4) volatile s32 SndBuffer::m_wpos;

bool SndBuffer::m_underrun_freeze;
StereoOut32 *SndBuffer::sndTempBuffer = NULL;
StereoOut16 *SndBuffer::sndTempBuffer16 = NULL;
int SndBuffer::sndTempProgress = 0;

int GetAlignedBufferSize(int comp)
{
    return (comp + SndOutPacketSize - 1) & ~(SndOutPacketSize - 1);
}

// Returns TRUE if there is data to be output, or false if no data
// is available to be copied.
bool SndBuffer::CheckUnderrunStatus(int &nSamples, int &quietSampleCount)
{
    quietSampleCount = 0;

    int data = _GetApproximateDataInBuffer();
    if (m_underrun_freeze) {
        int toFill = m_size / ((SynchMode == 2) ? 32 : 400); // TimeStretch and Async off?
        toFill = GetAlignedBufferSize(toFill);

        // toFill is now aligned to a SndOutPacket

        if (data < toFill) {
            quietSampleCount = nSamples;
            return false;
        }

        m_underrun_freeze = false;
        if (MsgOverruns())
            ConLog(" * SPU2 > Underrun compensation (%d packets buffered)\n", toFill / SndOutPacketSize);
        lastPct = 0.0; // normalize timestretcher
    } else if (data < nSamples) {
        nSamples = data;
        quietSampleCount = SndOutPacketSize - data;
        m_underrun_freeze = true;

        if (SynchMode == 0) // TimeStrech on
            timeStretchUnderrun();

        return nSamples != 0;
    }

    return true;
}

void SndBuffer::_InitFail()
{
    // If a failure occurs, just initialize the NoSound driver.  This'll allow
    // the game to emulate properly (hopefully), albeit without sound.
    OutputModule = FindOutputModuleById(NullOut.GetIdent());
    mods[OutputModule]->Init();
}

int SndBuffer::_GetApproximateDataInBuffer()
{
    // WARNING: not necessarily 100% up to date by the time it's used, but it will have to do.
    return (m_wpos + m_size - m_rpos) % m_size;
}

void SndBuffer::_WriteSamples_Internal(StereoOut32 *bData, int nSamples)
{
    // WARNING: This assumes the write will NOT wrap around,
    // and also assumes there's enough free space in the buffer.

    memcpy(m_buffer + m_wpos, bData, nSamples * sizeof(StereoOut32));
    m_wpos = (m_wpos + nSamples) % m_size;
}

void SndBuffer::_DropSamples_Internal(int nSamples)
{
    m_rpos = (m_rpos + nSamples) % m_size;
}

void SndBuffer::_ReadSamples_Internal(StereoOut32 *bData, int nSamples)
{
    // WARNING: This assumes the read will NOT wrap around,
    // and also assumes there's enough data in the buffer.
    memcpy(bData, m_buffer + m_rpos, nSamples * sizeof(StereoOut32));
    _DropSamples_Internal(nSamples);
}

void SndBuffer::_WriteSamples_Safe(StereoOut32 *bData, int nSamples)
{
    // WARNING: This code assumes there's only ONE writing process.
    if ((m_size - m_wpos) < nSamples) {
        int b1 = m_size - m_wpos;
        int b2 = nSamples - b1;

        _WriteSamples_Internal(bData, b1);
        _WriteSamples_Internal(bData + b1, b2);
    } else {
        _WriteSamples_Internal(bData, nSamples);
    }
}

void SndBuffer::_ReadSamples_Safe(StereoOut32 *bData, int nSamples)
{
    // WARNING: This code assumes there's only ONE reading process.
    if ((m_size - m_rpos) < nSamples) {
        int b1 = m_size - m_rpos;
        int b2 = nSamples - b1;

        _ReadSamples_Internal(bData, b1);
        _ReadSamples_Internal(bData + b1, b2);
    } else {
        _ReadSamples_Internal(bData, nSamples);
    }
}

// Note: When using with 32 bit output buffers, the user of this function is responsible
// for shifting the values to where they need to be manually.  The fixed point depth of
// the sample output is determined by the SndOutVolumeShift, which is the number of bits
// to shift right to get a 16 bit result.
template <typename T>
void SndBuffer::ReadSamples(T *bData)
{
    int nSamples = SndOutPacketSize;

    // Problem:
    //  If the SPU2 gets even the least bit out of sync with the SndOut device,
    //  the readpos of the circular buffer will overtake the writepos,
    //  leading to a prolonged period of hopscotching read/write accesses (ie,
    //  lots of staticy crap sound for several seconds).
    //
    // Fix:
    //  If the read position overtakes the write position, abort the
    //  transfer immediately and force the SndOut driver to wait until
    //  the read buffer has filled up again before proceeding.
    //  This will cause one brief hiccup that can never exceed the user's
    //  set buffer length in duration.

    int quietSamples;
    if (CheckUnderrunStatus(nSamples, quietSamples)) {
        pxAssume(nSamples <= SndOutPacketSize);

        // WARNING: This code assumes there's only ONE reading process.
        int b1 = m_size - m_rpos;

        if (b1 > nSamples)
            b1 = nSamples;

        if (AdvancedVolumeControl) {
            // First part
            for (int i = 0; i < b1; i++)
                bData[i].AdjustFrom(m_buffer[i + m_rpos]);

            // Second part
            int b2 = nSamples - b1;
            for (int i = 0; i < b2; i++)
                bData[i + b1].AdjustFrom(m_buffer[i]);
        } else {
            // First part
            for (int i = 0; i < b1; i++)
                bData[i].ResampleFrom(m_buffer[i + m_rpos]);

            // Second part
            int b2 = nSamples - b1;
            for (int i = 0; i < b2; i++)
                bData[i + b1].ResampleFrom(m_buffer[i]);
        }

        _DropSamples_Internal(nSamples);
    }

    // If quietSamples != 0 it means we have an underrun...
    // Let's just dull out some silence, because that's usually the least
    // painful way of dealing with underruns:
    memset(bData, 0, quietSamples * sizeof(T));
}

template void SndBuffer::ReadSamples(StereoOut16 *);
template void SndBuffer::ReadSamples(StereoOut32 *);

//template void SndBuffer::ReadSamples(StereoOutFloat*);
template void SndBuffer::ReadSamples(Stereo21Out16 *);
template void SndBuffer::ReadSamples(Stereo40Out16 *);
template void SndBuffer::ReadSamples(Stereo41Out16 *);
template void SndBuffer::ReadSamples(Stereo51Out16 *);
template void SndBuffer::ReadSamples(Stereo51Out16Dpl *);
template void SndBuffer::ReadSamples(Stereo51Out16DplII *);
template void SndBuffer::ReadSamples(Stereo71Out16 *);

template void SndBuffer::ReadSamples(Stereo20Out32 *);
template void SndBuffer::ReadSamples(Stereo21Out32 *);
template void SndBuffer::ReadSamples(Stereo40Out32 *);
template void SndBuffer::ReadSamples(Stereo41Out32 *);
template void SndBuffer::ReadSamples(Stereo51Out32 *);
template void SndBuffer::ReadSamples(Stereo51Out32Dpl *);
template void SndBuffer::ReadSamples(Stereo51Out32DplII *);
template void SndBuffer::ReadSamples(Stereo71Out32 *);

void SndBuffer::_WriteSamples(StereoOut32 *bData, int nSamples)
{
    m_predictData = 0;

    // Problem:
    //  If the SPU2 gets out of sync with the SndOut device, the writepos of the
    //  circular buffer will overtake the readpos, leading to a prolonged period
    //  of hopscotching read/write accesses (ie, lots of staticy crap sound for
    //  several seconds).
    //
    // Compromise:
    //  When an overrun occurs, we adapt by discarding a portion of the buffer.
    //  The older portion of the buffer is discarded rather than incoming data,
    //  so that the overall audio synchronization is better.

    int free = m_size - _GetApproximateDataInBuffer(); // -1, but the <= handles that
    if (free <= nSamples) {
// Disabled since the lock-free queue can't handle changing the read end from the write thread
#if 0
		// Buffer overrun!
		// Dump samples from the read portion of the buffer instead of dropping
		// the newly written stuff.

		s32 comp;

		if( SynchMode == 0 ) // TimeStrech on
		{
			comp = timeStretchOverrun();
		}
		else
		{
			// Toss half the buffer plus whatever's being written anew:
			comp = GetAlignedBufferSize( (m_size + nSamples ) / 16 );
			if( comp > (m_size-SndOutPacketSize) ) comp = m_size-SndOutPacketSize;
		}

		_DropSamples_Internal(comp);

		if( MsgOverruns() )
			ConLog(" * SPU2 > Overrun Compensation (%d packets tossed)\n", comp / SndOutPacketSize );
		lastPct = 0.0;		// normalize the timestretcher
#else
        if (MsgOverruns())
            ConLog(" * SPU2 > Overrun! 1 packet tossed)\n");
        lastPct = 0.0; // normalize the timestretcher
        return;
#endif
    }

    _WriteSamples_Safe(bData, nSamples);
}

void SndBuffer::Init()
{
    if (mods[OutputModule] == NULL) {
        _InitFail();
        return;
    }

    // initialize sound buffer
    // Buffer actually attempts to run ~50%, so allocate near double what
    // the requested latency is:

    m_rpos = 0;
    m_wpos = 0;

    try {
        const float latencyMS = SndOutLatencyMS * 16;
        m_size = GetAlignedBufferSize((int)(latencyMS * SampleRate / 1000.0f));
        m_buffer = new StereoOut32[m_size];
        m_underrun_freeze = false;

        sndTempBuffer = new StereoOut32[SndOutPacketSize];
        sndTempBuffer16 = new StereoOut16[SndOutPacketSize * 2]; // in case of leftovers.
    } catch (std::bad_alloc &) {
        // out of memory exception (most likely)

        SysMessage("Out of memory error occurred while initializing SPU2.");
        _InitFail();
        return;
    }

    // clear buffers!
    // Fixes loopy sounds on emu resets.
    memset(sndTempBuffer, 0, sizeof(StereoOut32) * SndOutPacketSize);
    memset(sndTempBuffer16, 0, sizeof(StereoOut16) * SndOutPacketSize);

    sndTempProgress = 0;

    soundtouchInit(); // initializes the timestretching

    // initialize module
    if (mods[OutputModule]->Init() == -1)
        _InitFail();
}

void SndBuffer::Cleanup()
{
    mods[OutputModule]->Close();

    soundtouchCleanup();

    safe_delete_array(m_buffer);
    safe_delete_array(sndTempBuffer);
    safe_delete_array(sndTempBuffer16);
}

int SndBuffer::m_dsp_progress = 0;

int SndBuffer::m_timestretch_progress = 0;
int SndBuffer::ssFreeze = 0;

void SndBuffer::ClearContents()
{
    SndBuffer::soundtouchClearContents();
    SndBuffer::ssFreeze = 256; //Delays sound output for about 1 second.
}

void SndBuffer::Write(const StereoOut32 &Sample)
{
    // Log final output to wavefile.
    WaveDump::WriteCore(1, CoreSrc_External, Sample.DownSample());

    if (WavRecordEnabled)
        RecordWrite(Sample.DownSample());

    if (mods[OutputModule] == &NullOut) // null output doesn't need buffering or stretching! :p
        return;

    sndTempBuffer[sndTempProgress++] = Sample;

    // If we haven't accumulated a full packet yet, do nothing more:
    if (sndTempProgress < SndOutPacketSize)
        return;
    sndTempProgress = 0;

    //Don't play anything directly after loading a savestate, avoids static killing your speakers.
    if (ssFreeze > 0) {
        ssFreeze--;
        memset(sndTempBuffer, 0, sizeof(StereoOut32) * SndOutPacketSize); // Play silence
    }
#ifndef __POSIX__
    if (dspPluginEnabled) {
        // Convert in, send to winamp DSP, and convert out.

        int ei = m_dsp_progress;
        for (int i = 0; i < SndOutPacketSize; ++i, ++ei) {
            sndTempBuffer16[ei] = sndTempBuffer[i].DownSample();
        }
        m_dsp_progress += DspProcess((s16 *)sndTempBuffer16 + m_dsp_progress, SndOutPacketSize);

        // Some ugly code to ensure full packet handling:
        ei = 0;
        while (m_dsp_progress >= SndOutPacketSize) {
            for (int i = 0; i < SndOutPacketSize; ++i, ++ei) {
                sndTempBuffer[i] = sndTempBuffer16[ei].UpSample();
            }

            if (SynchMode == 0) // TimeStrech on
                timeStretchWrite();
            else
                _WriteSamples(sndTempBuffer, SndOutPacketSize);

            m_dsp_progress -= SndOutPacketSize;
        }

        // copy any leftovers to the front of the dsp buffer.
        if (m_dsp_progress > 0) {
            memcpy(sndTempBuffer16, &sndTempBuffer16[ei],
                   sizeof(sndTempBuffer16[0]) * m_dsp_progress);
        }
    }
#endif
    else {
        if (SynchMode == 0) // TimeStrech on
            timeStretchWrite();
        else
            _WriteSamples(sndTempBuffer, SndOutPacketSize);
    }
}

s32 SndBuffer::Test()
{
    if (mods[OutputModule] == NULL)
        return -1;

    return mods[OutputModule]->Test();
}
